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Making Of 'Caterham'

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Date Added: 9th December 2009
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The road diffuse mix map would probably take up one whole tutorial by itself, so here's the road's material navigator (only the diffuse slot), to keep it short.

908_tid_image018.jpg
For the grass mat, first I added an uvw planar map, and then in the material editor I applied a perpendicular/ parallel falloff map in the diffuse slot of the grass material (so the grass would have different shades of color depending its angle to the camera). The first map slot I added a mix map. In the mix map the first color I change to a dark yellow color and for the second slot I added a bitmap image of GRASS2.jpg. Then I added a gradient ramp map in the mix amount slot to simulate the transition from the green grass bitmap to the yellowish color.

908_tid_image019.jpg
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For the plane grass objects I got the texture by pre-rendering the model of the tall grass in different side angles using the same lighting setup, and saved it as a TGA image file with separated alpha channel. Then I added the tga color image for the diffuse slot and added the alpha map image for the opacity slot of the plane grass material.

908_tid_image024.jpg


For the tire texture I wanted to get a clean tread grooves and a dirty groove. I needed to make a bitmap image which I could use as a mask map. The first thing I did was to turn off the bend modifier on the tire object and placed a new plane object underneath the treads, revealing only the extruded part. I gave the plane a matte shadow material so it would show only the black background and gave the tire a 100% self illuminated white material. Then I rendered it from the top view, making a blk & white map which could be used as a mask map later on

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Readers Comments (Newest on Top)
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Meddi on Tue, 08 May 2012 10:16am
Nicely done buddy...
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